Academia.eduAcademia.edu

Games, Toys and Pastimes

Abstract

In her chapter on Games, Toys, and Pastimes, Maja Mikula presents contemporary gaming in the historical context of individual countries’ traditions and developments. Having outlined the history of toy making in Europe in the context of the technological developments, Mikula goes on to show that toys, like many other objects of pop culture, have by now become a commercial commodity that is driven by market parameters and financial concerns. She also shows the toy market in a stage of transition as a result of the impact of the virtual revolution: with a generation of youngsters growing up computer literate (if not necessarily alphabetically literate), computer games and game consoles often replace traditional toys and games in the eyes of both teenagers and young adults.